Wednesday, September 2, 2020

Night Creature






Night Creature: Level 49
HP: 51,300
Attack: 550
5M Claw: 80
5M Bite: 80
5M Fire: 80
5M Explosion: 80
Demonic Forged Claws: 300 (850) (930) (1395) (4185) (6,278) (18,833)
Demonic Forged Fangs: 300 (850) (930) (1395) (4185) (12,555)
Demonic Explosive Flame: 700 (1250) (1330) (1410) (8460) (16,920) (25,380)
Defense: 300
Flamescale Pendant: 20 (100) (600) (900)
Speed: 135 (145)
Skill: 123 
Move: 6 (9 flying)

Items:

Demonic Forged Claws: These claws are lightweight and forged into the bodies of undead creatures of the night. They boast 300 base might and are practically impossible to steal. 

Demonic Forged Fangs: These fangs are forged into the jaws of undead creatures of the night. They boast 300 base might and are practically impossible to steal.

Flamescale Pendant: An ancient pendant, made from a red dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Dracula's Signant: A crest granted by Dracula. This will boost the bite and claw damage of this character by 50%. It will also increase the bleed chance activation of this character by 20%. A character may only carry one crest, and the crest cannot be removed. 

10- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire. 

10- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%. 

1- Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn. 


Abilities:

Tear To Pieces: If this character attacks an adjacent foe with a claw or bite attack and then another character who has this ability attacks the character from the opposite side, the total damage of that attack will be doubled. If another character with this ability attacks from yet another side, the damage will still be doubled. If a final character attacks from the last adjacent space, that final attack will be tripled. This must all be done in one phase. This ability activates even if the ability "Mob" is being used. This ability requires 5M in either claw or bite. Costs: 7 pg

Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg

Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Odor Sleuth: This character has an incredible sense of small. It may take a turn to sniff out characters who are normally immune to physical damage due to intangiblity. This character must be adjacent to the foe. If this ability is used, then the physical attacks of this character will be able to strike the foe. However, the foe will extremely resist them. Costs: 2 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Sickening Roar: This character can unleash a horrible roar. Any characters within two spaces of this enemy will immediate have their total defense cut in half for the next three turns. Costs: 3 pg

Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) (80%) of the time. This ability only activates on physical attacks.  Costs 3 pg

Demonic Explosive Flame: Signature ability. This attack may only be used once every other turn. This attack will only strike once. This massive fire ball has 2 range and will strike all adjacent squares. Adjacent squares will only take half damage, but the targeted square will take 50% more damage. This massive ball of flame boasts a staggering 700 fire/exposion type might. Costs: 4 pg


Character Type: Demon, Undead, Beast, Destructive, Stealth

Weakness: Extreme weakness to sacred damage. Weak to whip type damage. Resists fire and explosion damage. This character resists melee damage, unless the damage is sacred. Extremely resist mind control.

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